Modular Turret C++ Plugin  Version 3
Turret C++ Unreal engine 4 plugin
AMortarMineProjectile Class Reference
+ Inheritance diagram for AMortarMineProjectile:
+ Collaboration diagram for AMortarMineProjectile:

Public Member Functions

 AMortarMineProjectile ()
 
void OnStartExplosionEvent ()
 
- Public Member Functions inherited from AMortarProjectile
 AMortarProjectile ()
 
void ExplosionEvent ()
 
float GetDestoryDelay () const
 
float GetProjectileDamage () const
 
void SetAvoidSameTeamDamage (const bool &ShouldAvoidSameDamage)
 
void SetDestroyDelay (const float &DestroyDelay)
 
void SetProjectileDamage (const float &ProjectileDamage)
 
bool ShouldAvoidSameTeamDamage () const
 

Protected Member Functions

void OnHit (UPrimitiveComponent *HitComponent, AActor *OtherActor, UPrimitiveComponent *OtherComponent, FVector NormalImpulse, const FHitResult &Hit) override
 
- Protected Member Functions inherited from AMortarProjectile
virtual void BeginPlay () override
 
virtual void ProjectileDestroyerTimer ()
 

Protected Attributes

float BlastDelay = 2.5f
 
- Protected Attributes inherited from AMortarProjectile
bool bAvoidSameTeamDamage = false
 
UStaticMeshComponent * CollisionMesh = nullptr
 
float DestroyDelay = 2.f
 
class URadialForceComponent * ExplosionForce = nullptr
 
UParticleSystemComponent * ImpactBlast = nullptr
 
class USoundBase * ImpactSound
 
UParticleSystemComponent * LaunchBlast = nullptr
 
class UNiagaraComponent * NiagaraImpactBlast = nullptr
 
class UNiagaraComponent * NiagaraLaunchBlast = nullptr
 
class UNiagaraComponent * NiagaraTrailParticle = nullptr
 
float ProjectileDamage = 10.f
 
class UProjectileMovementComponent * ProjectileMovement = nullptr
 
UParticleSystemComponent * TrailParticle = nullptr
 

Private Member Functions

void ProjectileBlastTimer ()
 

Private Attributes

uint32 bAlreadyHit: 1
 
TArray< AActor * > IgnoredActor
 

Detailed Description

Mine Bomb Projectile class which blasts after some delay

Constructor & Destructor Documentation

◆ AMortarMineProjectile()

AMortarMineProjectile::AMortarMineProjectile ( )

Member Function Documentation

◆ OnHit()

void AMortarMineProjectile::OnHit ( UPrimitiveComponent *  HitComponent,
AActor *  OtherActor,
UPrimitiveComponent *  OtherComponent,
FVector  NormalImpulse,
const FHitResult &  Hit 
)
overrideprotectedvirtual

After Collision With The Object Blast Timer Will start

See also
https://docs.unrealengine.com/en-US/API/Runtime/Engine/Components/UPrimitiveComponent/OnComponentHit/index.html

Reimplemented from AMortarProjectile.

◆ OnStartExplosionEvent()

void AMortarMineProjectile::OnStartExplosionEvent ( )

Event Called After On Hit This is a blueprintImplementableEvent which has to be used in blueprint

◆ ProjectileBlastTimer()

void AMortarMineProjectile::ProjectileBlastTimer ( )
private

After How Long The Blast Will Occur

Member Data Documentation

◆ bAlreadyHit

uint32 AMortarMineProjectile::bAlreadyHit
private

◆ BlastDelay

float AMortarMineProjectile::BlastDelay = 2.5f
protected

Delay AFter Which The Projectile Will Blast

◆ IgnoredActor

TArray<AActor*> AMortarMineProjectile::IgnoredActor
private

Contains Ignored Actor List


The documentation for this class was generated from the following file: